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Cart #nazarpaint-0 | 2024-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Nazarpaint is mod for Wobblepaint origianly created by @zep

Version 1.0 BETA

What's Nazarpaint?
Nazarpaint or Nazar's Wobblepaint like a Wobblepaint by @zep but changes
Changed backround color
Save your drawing

(C) 2024 @NazarFloppaLovesP8

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Cart #kadriogramgirres42-0 | 2024-09-08 | Code ▽ | Embed ▽ | No License
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Made in a week for class
Songs are covers of Kraftwerk - pocket calculator and Kraftwerk - electric cafe

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Cart #micro_gamer-0 | 2024-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #pico1k_dialhex_2-0 | 2024-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

cursor / dpad - move the reticle around the play area
z / O - press to rotate triangles anti-clockwise
x / X - press to rotate triangles clockwise

After the game has ended, press any button to try again

About

This entry is a demake of "bit Generations: Dialhex", which was released for the Gameboy Advance in 2006. You play in a hexagonal grid made up of triangles and the goal of the game is to keep the grid clear by rotating triangles within your reticle, to form hexagons of the same colour.

This is my first entry into the #pico1k 2024 jam, which allows 1024 bytes of compressed code and no assets (graphics/sound)

[ Continue Reading.. ]

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Cart #tdannecy_connections_1-1 | 2024-09-07 | Code ▽ | Embed ▽ | No License
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Group words that share a common thread.

Four words per category, four categories per game.

A demake of the New York Times Connections puzzle word game.

Because of Pico 8's cartridge size limitations, I was only able to include puzzles from July 1-September 7.


Known bugs:

  • Statistics/scoring is not working.
  • SFX is a mess.
  • Some puzzles have font in small caps, and others are regular. Thoughts on the font choice? Which one do you like better?
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Cart #dudasfg-0 | 2024-09-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Wanted to make a small game with some of the tutorials I've been going through for Pico 8. Right now, my idea is to create a basketball game by controlling the ball directly. The controls are both directions and the X button to "Dunk" which right now means to increase speed. I still need to implement detecting dunks and tracking score. so the game is really bare bones now. Will be looking to update in the weeks ahead. Feel free to look at the code so far to see what I could improve on to hopefully make a good game. Thank you!

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The first thing I made in pico 8

I just kind of made this to see how stuff works in the engine and all

Cart #rojoyafpa-2 | 2025-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #bc_lpotanimation-0 | 2024-09-06 | Code ▽ | Embed ▽ | No License
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z: Slow animation
x: Action animation

For simplicity of use, the sprite table is determined as a state flag.

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So, the goal of the cartridge is to give celeste veteran's a challenge right?
Well, take that idea, CRANK it up to 100, & make it have a baby with the hardest game on earth.

I only have Level 1 & part of level 2 hacked (The rest is just celeste) so, yeah! have fun!

Also I should give credit to @noel.

Cart #rirohenaje-0 | 2024-09-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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So... I have 2 project's in mind.

A #Celeste rom hack & a #snail game.

I won't reveal names just yet (plagiarism) But be sure to check in!

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Cart #dual_grid_noesisra_0-0 | 2024-09-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my attempt to simplify the dual-grid concept for pico8, and come up with a reduce tile set that works with map to make level design and edits easy and fast.

Inspired by the video https://www.youtube.com/watch?v=jEWFSv3ivTg by Jess::codes. check it out for a great breakdown of the dual-grid concept.

The full tile set needs 16 tiles (14 edges, 2 solid). I figured that by rearranging them into a single row in the sprite sheet I could use a single offset number instead of a lookup table.
since only 4 bits are needed for an offset of 16 and in the dual-grid 4 corners are checked, using the corresponding binary number to determine placement order. 0000 for base and 1111 top. check out the following image for placement.

[ Continue Reading.. ]

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Hey there!
So I've been working with some people on translating a game of mine into a couple of different languages. I can't seem to figure out how to change the default PICO-8 pause menu text into the desired translated text though. As far as I understand, you can clear the menu and add your own items, but I don't really want the translations to have reduced menu features from the original. Is there a way that I missed to actually replace default menu item text? Or some fairly low-token alternate solution? I realize that I'll probably have to settle with some amount of English in the menus so any ideas are welcome.
Thanks! ^^

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Hello!

Since 0.2.6b, a strange issue appears when enabling the mouse with flags 0x5 on mac (mouse capture enabled).
The cart starts fine, but the more the mouse is used, the more the cart stutters until it's basically unusable.

What's funny is that the performance monitor (ctrl+P) shows weird stuff but does not seem to actually register drops to 30fps or less (at least the 60/60 string never changes).

(for a more complete video in 60 fps, see here : https://www.youtube.com/watch?v=jBTMadG90Oc)

It may not much seem like much, but it renders my current game project completely unplayable on mac.

I've managed to get a constant reproduction and made a test cart. I've confirmed that it only appears on mac, in pico-8 or exported as a mac binary. The issue does not appear on an html export on mac. I've also tested it on 0.2.5g, and it did not appear, so it seems to have been introduced in 0.2.6.

I've uploaded the test cart in this message. To reproduce the bug :

  1. download the cart (don't run it in bbs, it does not reproduce the bug)
  2. run it on mac
  3. activate the performance monitor (ctrl+p)
  4. move the mouse around for 30 seconds
  5. observe the bug

[ Continue Reading.. ]

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Cart #tibehoboso-2 | 2024-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Set three years after Scorsese's unforgettable psychological drama, "Taxi Driver", a bunch of weird creatures try to kill the whole planet and one sergeant has to shoot them with his space ship.

Made with the Lazy Dev Basic Shmup Tutorial
https://www.youtube.com/watch?v=81WM_cjp9fo&list=PLea8cjCua_P3Sfq4XJqNVbd1vsWnh7LZd

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Cart #kiyoshi_t3cm0-0 | 2024-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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日本のプログラマーの間で一時期ミームになっていた「ズンドコキヨシ」をPICO-8で作成しました。

元ポスト https://x.com/kumiromilk/status/707437861881180160

[操作]
〇 (z) …ズンドコキヨシ開始
× (x) …デバッグ用(確定でキヨシができます)

[for English Users (from DeepL)]

This runs “ZUN-DOKO KIYOSHI” on the PICO-8.
It was briefly popular as a challenge for programming beginners in Japan, like FizzBuzz.

The rules are as follows...
・Randomly output either “ZUN(ズン)” or “DOKO(ドコ)” to the rhythm.
・When the sequence of “ZUN”, “ZUN”, “ZUN”, “ZUN”, “DOKO” is established, a “KIYOSHI(キヨシ)” chime is added.

[ Continue Reading.. ]

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I bought a couple of bluetooth gamepads off Amazon:
KIWITATA 2.4G Wireless NES USB Controller
Which are imitation NES classic, 2-button, D-pad, select start controllers.

It gets recognized right away by my latest Linux Mint OS and works in Pico-8
EXCEPT that both buttons do the same thing (I think they are both X).

I ran this code:

function _draw()
 cls()
 ?btn()
end

--both B and A output 32

and sure enough I get different values for all the buttons except both B1 and B2 print 32.

I've found this thread https://www.lexaloffle.com/bbs/?tid=3623 where one poster talks about the same problem. But its from 2016 and was for pocketCHIP and they solved it by getting a different controller.

I've also installed the SDL2 gamepad-tool for Linux but had issues. It sort of works EXCEPT that it wont recognize left/right on the dpad. I tried a million times and also tried skipping and mapping it to the little joysticks instead but it didn't work.

[ Continue Reading.. ]

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Cart #clotet_jumpy-1 | 2024-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #pomodorotimer-1 | 2025-02-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Notice: Updated to version 1.1. In this version you can change the amount of time, and I've also cleaned up the UI layout a bit.

Hi folks, this is my first upload. Rather than do my work today, I procrastinated by building my own Pomodoro Technique focus timer. Consider this a v1. It literally just counts to 25 minutes after you trigger it to start. I could add the 5 minute break and other features, but thought I'd start with this. It's really simple!

Cheers.

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Gunzle P-8

Cart #psihonof-0 | 2024-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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ver 1.1:
small corrections
ver 1.2:
minor in-game collision fixes and sound effects.

Controls:
[32x8]

Move Clover with: the left and right arrow keys.

[24x16]

[ Continue Reading.. ]

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Cart #timecauldron-0 | 2024-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi! I'm a 3D animator and generalist working in the games industry. Usually you'll find me deep in Blender doing all sorts of 3D stuff. But I've always loved pixel art! Recently I've enjoyed making Bitsy games (kednar.itch.io) but I always wished I could add more animations and JUICE to them. So it was about time that I tried Pico-8! (Don't worry Bitsy, my heart is big enough for both of you).

Thankfully there's loads of tutorials and courses, and I followed the Roguelike tutorial by Lazy Devs Academy (thanks Krystian!) which took me all the way here.

I'm posting this cartridge to get used to all this, and to let you all know you inspire me every day! If I ever made a list of "Best games I ever played", there'd definitely be a few made in Pico-8.

[ Continue Reading.. ]

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